Games Archive

Steam controller

We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input - our biggest missing link. We realized early on that our goals required a new kind of input technology - one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we've arrived at something worth sharing and testing with you.

Where Microsoft and Sony show zero innovation with the Xbox One and the PS4, Valve is the one pushing limits. Their controller is quite, quite unique, and has a whole different approach than what we've seen before - instead of two inaccurate joysticks, it has two super-precise touchpads with advanced haptic feedback and the ability for both absolute and relative positioning. Go read the description - a summary won't do it justice. And, as always: hackable. Yes, even the controller is open and hackable. Wow.

They're on the right track here. If I were Microsoft or Sony, I'd start getting worried.

Valve announces ‘Steam Machines’

Entertainment is not a one-size-fits-all world. We want you to be able to choose the hardware that makes sense for you, so we are working with multiple partners to bring a variety of Steam gaming machines to market during 2014, all of them running SteamOS.

Where Sony and Microsoft follow the iOS model for consoles, Valve is aiming for the Android model, including Valve's own line of 'Nexus' devices. As Valves notes, no restrictions - you can change the hardware, software, and install any operating system you want. The right approach, obviously.

The cooperation between Valve and NVIDIA is quite close, as NVIDIA details on its blog:

Engineers from Valve and NVIDIA have spent a lot of time collaborating on a common goal for SteamOS: to deliver an open-platform gaming experience with superior performance and uncompromising visuals directly on the big screen.

NVIDIA engineers embedded at Valve collaborated on improving driver performance for OpenGL; optimizing performance on NVIDIA GPUs; and helping to port Valve's award-winning content library to SteamOS; and tuning SteamOS to lower latency, or lag, between the controller and onscreen action.

This is going to be big. After being defeated in mobile, it seems Microsoft is facing another frontal assault on another one of its strongholds: gaming, whether it be Windows or Xbox.

Valve announces Linux-based SteamOS, major devs on board

As we've been working on bringing Steam to the living room, we've come to the conclusion that the environment best suited to delivering value to customers is an operating system built around Steam itself. SteamOS combines the rock-solid architecture of Linux with a gaming experience built for the big screen. It will be available soon as a free stand-alone operating system for living room machines.

Valve goes beyond just building a Linux distribution and grafting Steam on top of it. They are actually working very closely with hardware manufacturers and game developers, which has already resulted in graphics performance improvements. They are also working on reducing input latency as well as audio performance. In other words, they are very serious about upending Windows as the default PC gaming operating system.

In SteamOS, we have achieved significant performance increases in graphics processing, and we're now targeting audio performance and reductions in input latency at the operating system level. Game developers are already taking advantage of these gains as they target SteamOS for their new releases.

Valve also unveiled that it's working with the major game developers so that triple-A titles will be natively available on SteamOS. As for your existing Windows games - SteamOS will support game streaming from your existing PC so you can play them on your SteamOS machine in the living room (or anywhere else, of course). 'Hundreds of great games' are already available natively on Linux through Steam, too.

This is just the first in a series of three announcements, and it stands to reason that the second one will be a dedicated SteamOS machine from Valve. The third announcement? Well. It's got a three in it, so Half-Life 3 is pretty much confirmed.

Gabe Newell: Linux gaming announcement next week

Gabe Newell, the co-founder and managing director of Valve, said today that Linux is the future of gaming despite the minuscule share of the market it has today.

That seems hard to believe, given that Newell acknowledged Linux gaming generally accounts for less than one percent of the market by any measure including players, player minutes, and revenue. But Valve is going to do its best to make sure Linux becomes the future of gaming by extending its Steam distribution platform to hardware designed for living rooms.

"Half-Life 3 - SteamBox/Linux exclusive". There, chicken and egg problem solved.

Valve launches Steam Family Sharing

Steam Family Sharing allows close friends and family members to play one another's games while earning their own Steam achievements and saving their own game progress to the Steam cloud. It's all enabled by authorizing a shared computer.

Sounds neat, but it does look convoluted and complex. I have a simpler system, which is quite revolutionary. It's called physical copies and I can just give them to friends. It's magic.

Nintendo unveils 2DS

The new Nintendo 2DS system gives you all the features of the Nintendo 3DS and Nintendo 3DS XL, minus 3D viewing. And the price makes the world of Nintendo games even more accessible.

Curiously enough, the 2DS actually has only one screen - it's divided in two by the casing. The entire screen is touch-capable, but the top screen is covered by plastic so you can't touch it there. Like the Wii U's controller, this thing just looks weird and unwieldily, and while the price is nice, I doubt it will turn Nintendo's fortunes around.

Imagine a phone and/or tablet designed and built by Nintendo, with a proper integrated gamepad, capable of output to external displays, with access to Nintendo's entire back catalog of games - from the NES, through the Game Boy, SNES, Nintendo64, GameCube, DS, and Wii (if compatible with non-motion controls). Of course, new games can be published as well.

Nintendo should not be making yet another device to carry aside from your phone. They should be making a phone.

Notch cancels 0x10c development

I was recently talking to Notch in a TF2 livestream and asked him about his future aspirations of 0x10c. Although he seemed in a bad mood, he said: "Nope, their are no future aspirations for 0x10c. I'm going to make small games for the rest of my life. If someone on the office wants to carry it on they can." Well, at least now we have the final word from Notch. I thought it was just on ice, I'm very disappointed.

I don't envy Notch. Minecraft's success is virtually impossible to top, and no matter how awesome and perfect 0x10c would have been, it would have always been compared unfavourably to Minecraft. He could not have won here.

Continuation efforts are already under way, but I'm not keeping my hopes up. In the meantime, there's rymdkapsel for a very watered down (but awesome!) mobile experience, and there's Starmade for those who want Minecraft in space.

Xbox One launch delayed in 8 European countries

Our priority is ensuring our customers get the best Xbox One experience the first day it is available. To do that, and in order to meet demand, we have adjusted the number of markets that will receive Xbox One in November to 13 markets, including Australia, Austria, Brazil, Canada, France, Germany, Ireland, Italy, Mexico, Spain, United Kingdom, United States and New Zealand, in November.

We remain committed to launching Xbox One in Belgium, Denmark, Finland, Netherlands, Norway, Russia, Sweden, Switzerland, as soon as possible in 2014.

And now delays. Microsoft on a roll.

Microsoft drops Xbox One Kinect requirement

Xbox chief product officer Marc Whitten:

That said, like online, the console will still function if Kinect isn’t plugged in, although you won’t be able to use any feature or experience that explicitly uses the sensor.

The Xbox One used to require Kinect. Now it doesn't. Good move, obviously, but it does raise the question: whatever the hell was this company thinking? Microsoft really seems to have lost all its marbles - Windows 8, Windows Phone, and now Xbox One. Messy, messy, messy.

Wii U sales collapse further

Just 160,000 Wii U consoles were sold worldwide between April and June, along with 1.03 million software units. The figure is a 51.3 percent decrease on last quarter; the console has now sold 3.61 million units around the world despite Nintendo's initial prediction of 5.5 million systems moved by the end of March.

To put the 160000 figure in perspective - Microsoft sold 140000 Xbox 360s in just the US, in June alone, and that's after a sharp sales drop, for a console that's 8 years old. Nintendo is not doing well.

Fuck the Super Game Boy: introduction

"The Super Game Boy is probably the coolest piece of video game hardware in existence. It's also probably the biggest wasted opportunity in video games. It's been pretty much entirely forgotten about now, because - as is pretty common with neat hardware made by Nintendo - very, VERY few games ever really took advantage of it at all. And it's a shame, because the unique visual style of Super Game Boy-compatible games, in addition to just looking really neat, can teach a lot about effectively using colour in games. The ones that do work exist in a really bizarre stylistic place."

Every Xbox One will be a dev unit, self-publishing possible

Microsoft will allow self-publishing on the Xbox One - Every Xbox One will be a development unit. "Our vision is that every person can be a creator. That every Xbox One can be used for development. That every game and experience can take advantage of all of the features of Xbox One and Xbox LIVE. This means self-publishing. This means Kinect, the cloud, achievements. This means great discoverability on Xbox LIVE. We'll have more details on the program and the timeline at gamescom in August." No matter how much Microsoft screwed up the initial PR around the new Xbox, this is just awesome news.

The ugly, profitable details about Xbox Live advertising

"People who don't play video games would be forgiven if they turned on an Xbox 360 and didn't realize it was a device used to primarily play games. The first screen you see on the Xbox 360 Dashboard is often a mixture of ads for all sorts of goods and services, and many times games are in the minority of ad slots. The latest redesign increased the ad space that can be sold to advertisers, and that in turn increased this problem. Let's be clear, it is a problem. Game discovery is terrible in the current design of Xbox Live, and the usability of a system that used to be about games is suffering in order for Microsoft to make money on ads." Written a year ago by Ben Kuchera for Penny Arcade. In light of increased advertising efforts in Windows 8.1, this has become relevant once more. In a nutshell, do not count on Microsoft being able to strike a proper balance (thanks, Soulbender!).

Are modern games easier or simply designed better?

"In recent years, an odd consensus has arisen where many believe that games are easier than they used to be. In many cases it's true, and it isn't surprising, as extreme competition between titles has created the need for games to be immediately entertaining as soon as you press the start button. As a consequence, many older - and potentially newer - players consider these games of yesteryear much more difficult. The immense challenge Wii U owners have experienced with virtual console games is evidence of that. Are these newer adventures really easier? Or has the design philosophy for video games improved instead?" Interesting take. I will tell you this, though - take a game like Dragon Age (the only one that matters, so the first one). It's immediately accessible to newcomers at the easy and normal setting, but try stepping it up to nightmare mode, and you're suddenly back in old-fashioned hardcore territory where you'll need to apply every little bit there is to know about the game to be able to finish it (tip for DA fanatics: finish the game without a single character going down in combat, on nightmare. I did it. It's hell). My point is: sometimes, you have to up the difficulty or create your own challenges to find the rewarding difficulty of gaming yore.

Microsoft teases Windows 8 applications on Xbox One

"Microsoft's Build developers conference in San Francisco has mainly focused on Windows 8.1 so far, but the company spent a few minutes talking about the future Xbox One development platform on Thursday. Steve Guggenheimer, vice president of Microsoft's Developer & Platform Evangelism group, provided big hints at how developers can target the Xbox One in future." Many Windows 8 Metro applications would work relatively well with Kinect gestures and such - so this makes sense to me. Still don't want a 'media entertainment experience device' though; I want a game console.

Steam might let you borrow friends’ games

"A snippet of code in the Steam digital distribution platform has revealed that Valve may be planning to let users easily share their games with friends in the future. The Verge has verified the code's authenticity, which was originally spotted by a member of the NeoGAF gaming forum; the code references a 'shared game library' and a notification that would alert a user when their games are currently in use by a borrower." This would change the, uh, game.

Bootable Minecraft clone written party in x86 assembly

"MineAssemble is a tiny bootable Minecraft clone written partly in x86 assembly. I made it first and foremost because a university assignment required me to implement a game in assembly for a computer systems course. Because I had never implemented anything more complex than a 'Hello World' bootloader before, I decided I wanted to learn about writing my own kernel code at the same time. Note that the goal of this project was not to write highly efficient hand-optimized assembly code, but rather to have fun and write code that balances readability and speed. This is primarily accomplished by proper commenting and consistent code structuring." Just cool.